I use 3ds Max and Zbrush for modeling. Photoshop, NDo 2 and Ddo for texturing, Xnormal for procedural maps, topogun for retopology and Marmoset toolbag and unreal editor kit for rendering.

^_^ Is going good. How's it hanging with you?

And I thought I saw the beautiful hand of Zbrush in your work. I am envious! Your stuff is really gorgeous! Are you modeling mostly with tris, since you've got Zbrush in your workflow? I haven't gotten my toes wet with normal maps or retopo yet, so I'm going to file Xnormal and topogun away for future research! ^_^

I use 3ds Max and Zbrush for modeling. Photoshop, NDo 2 and Ddo for texturing, Xnormal for procedural maps, topogun for retopology and Marmoset toolbag and unreal editor kit for rendering.

Is going good. How's it hanging with you?

And I thought I saw the beautiful hand of Zbrush in your work. I am envious! Your stuff is really gorgeous! Are you modeling mostly with tris, since you've got Zbrush in your workflow? I haven't gotten my toes wet with normal maps or retopo yet, so I'm going to file Xnormal and topogun away for future research!

Good! work, and art when I get home. Thanks, I love doing it, the hardest part is learning the programs and theory behind it all. As for Tris, you want to build your base meshes mostly in quads if you can because they are easier to work with when sculpting your high polys and, even then, zbrush has a dynamesh feature that makes takes the away the pain of working with bad topology anyways. However when You retopo you want to convert all your geo to tris because the game engine always defaults to tris. if you dont do so before hand you may get errors in your maps.

Haven't done any game stuff yet. Honestly, I haven't even thought about that possibility...Mostly into it for the art side. Which is kind of the opposite, where poly's are concerned. Aside from dynamic clothing (which is best with a semi-random spread of tris), the program I'm using wants quads instead of tris or n-gons.